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Using SRG names in development.

Revadyn Davion

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I am currently working on a sidemod plugin for pixelmon reforged. I took a snipped of code from another project that essentially creates an itemstack and sets its nbt. I am fairly certain that this code works as intended.Capture.thumb.PNG.9cec81e4d0963ebb7f2bb7e68acff2c1.PNG

This all compiles, but when I run it, it gives me a method not found error. I assume this is because I this is a maven project, and as such have no way of using minecraft mappings. (the only reason any of this works is because I am using spongeforge). Since I only need to use this once, is there any way I could use the SRG names in development, or any other way I can solve this issue? I am trying to avoid migrating to gradle.

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Unfortunately, I only have experience with the "normal" forge mod dev environment.


Does your current environment not have *any* kind of mappings in use?  Because if that's the case, I'd start by burning it in holy fire.  Doing normal mod work using fully obfuscated names would be absurd (unless you had some very special reason for doing so).

Just to be clear, SRG mappings look something like "field_110275_br", while the corresponding MCP mapping is "horseJumping".  I'm not even sure what the unmapped version of that particular field would be.

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@Laike_Endaril So you don't think there's a way to get at the SRG values for 1.13.2? I'm trying to find the mappings for a field that no longer has a public setter (this is just early dirty testing for migrating old mods that used setMaxStackSize which is gone now). For 1.12 there was the -srgBin.jar files...I don't see those anymore...

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Can you please clarify what you are trying to do?

It sounds like you're trying to make an addon for Pixelmon without making use of Forge's development tools.

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.


As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.


For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.


Logs (Most issues require logs to diagnose):


Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.


What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...


...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension


Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.


Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.






or alternately, 


Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft


Server Not Starting:


If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.


Reporting Illegal/Inappropriate Adfocus Ads:


Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.


Posting your mod as a GitHub Repo:


When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.


  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]


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If I understand correctly, yes, that was the goal.  At the time I was to preoccupied to consider the fact that this is a forge forum and not a sponge forum :P

In any case, hopefully the "like" on my post above with a sponge forum thread link means it's solved, but if not, then yeah, this would probably be better off on the sponge forums

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